using System.Collections.Generic;
using Gj;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[CreateAssetMenu(fileName = "SoundSettings", menuName = "Gj/SoundSettings")]
public class SoundSettings : ScriptableObject
{
    [System.Serializable]
    public struct SoundItem
    {
        public SoundType key;
        public AudioClip value;
    }
    
    public SoundItem[] SoundItems;
}